Can't help but feel that the big game engines are going to have the most impact for 3D on the web. Our team at Wonder has brought Unreal Engine support back to HTML5 for newer versions of the engine, and we're offering an entire platform and suite of tools to enable developers to publish, manage, host, and monetize their games and 3D experiences on the web. Full blog post with demos below:<p><a href="https://theimmersiveweb.com/blog" rel="nofollow">https://theimmersiveweb.com/blog</a>
Love it! PixiJS is awesome. Highly performant, the best webgl/canvas screen graph out there for me. Apart from occasional tooling issues with imports and TS definitions, usually when I upgrade, firing up an art/code project is almost as easy as in the good old days with AS3. I'm looking forward to adding 3D straight into my next project without using any ThreeJS or other libraries!
How does it compose 2D and 3D content? Is it using a WebGL canvas for the rendering surface? Or a 2D canvas and rasterising the 3D content in an offscreen canvas and transferring to bitmap to place in the 2D canvas?
So, if I wanted to load a PNG image file as an input to another shader for this, how would I go about doing that?<p>I don't actually need an answer to that question, I just want to know if it's possible.